What is your development cycle/pipeline garding new releases of VSG and VulkanSDK? #1564
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The VulkanSceneGraph has fallbcks that define & extension function entry points when you compile against older Vulkan headers, with checks for version and extension entry points at runtime. This means you can compile against older or newer Vulkan versions, and link at runtime to older or new Vulkan versions, which decoples you form having to compile against any specific Vulkan/VulkanSDK version. This should allow you to choose what versions of Vulkan or VulkanSDK to compile against. Typically it'd be whatever is the most convinient on your system, and may even be different versions on different OSs. |
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If you search the generated Get-ChildItem -Recurse -File CMakeCache.txt | ForEach-Object { Invoke-Expression "`${$_} = `${$_}.Replace('1.4.304.1', '1.4.321.1')" } That'll search the current directory and all child directories for files called It's intentional that the environment variable isn't checked each time you rebuild the project as it makes it easier to have multiple installations side by side and avoid having to do a clean rebuild each time you update something. It would be bad CMake practice to try and meddle with expected norms like this. |
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Hello!
We're considering switching from OSG to VSG soon, and I've started to look at how to set things up to work with VSG and the VulkanSDK.
I'm seeing that:
So, given that our development cycle is about two years per project, I'm seeing a couple of options:
Are there other options? What are the usual ways to work with the SDK and VSG?
Thanks!
--Alexandre
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